fix AI jamming up its base by enforcing 1-cell gaps

This commit is contained in:
Chris Forbes
2010-12-20 19:19:54 +13:00
parent d66439aa0c
commit bd0b3edccb

View File

@@ -169,6 +169,30 @@ namespace OpenRA.Mods.RA
return null;
}
IEnumerable<int2> Neighbours(int2 c)
{
/* only return 4-neighbors for now, maybe add 8s later. */
yield return c;
yield return new int2(c.X - 1, c.Y);
yield return new int2(c.X + 1, c.Y);
yield return new int2(c.X, c.Y - 1);
yield return new int2(c.X, c.Y + 1);
}
IEnumerable<int2> ExpandFootprint(IEnumerable<int2> cells)
{
var result = new Dictionary<int2, bool>();
foreach (var c in cells.SelectMany(c => Neighbours(c)))
result[c] = true;
return result.Keys;
}
bool NoBuildingsUnder(IEnumerable<int2> cells)
{
var bi = world.WorldActor.Trait<BuildingInfluence>();
return cells.All(c => bi.GetBuildingAt(c) == null);
}
int2? ChooseBuildLocation(ProductionItem item)
{
var bi = Rules.Info[item.Item].Traits.Get<BuildingInfo>();
@@ -177,7 +201,9 @@ namespace OpenRA.Mods.RA
foreach (var t in world.FindTilesInCircle(baseCenter, k))
if (world.CanPlaceBuilding(item.Item, bi, t, null))
if (bi.IsCloseEnoughToBase(world, p, item.Item, t))
return t;
if (NoBuildingsUnder(ExpandFootprint(
FootprintUtils.Tiles( item.Item, bi, t ))))
return t;
return null; // i don't know where to put it.
}